I supported him with some source, that provides a lot of abilities. And i think displacement mapping can be implemented.
Probably he told about GLSL technology.
[UTRP] "UT 2341" port into Unreal Tournament
-
- Adept
- Posts: 406
- Joined: Fri Apr 20, 2012 6:38 pm
- Personal rank: Master of Coop
- Location: Odessa, Ukraine
-
- Godlike
- Posts: 10556
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
Re: UT Remodelling Project (UT SDK addon in closest future)
Ok ...
http://en.wikipedia.org/wiki/OpenGL_Shading_Language <= this?
http://www.ozone3d.net/tutorials/vertex ... apping.php <= and this?
interesting.
http://en.wikipedia.org/wiki/OpenGL_Shading_Language <= this?
http://www.ozone3d.net/tutorials/vertex ... apping.php <= and this?
interesting.
-
- Adept
- Posts: 406
- Joined: Fri Apr 20, 2012 6:38 pm
- Personal rank: Master of Coop
- Location: Odessa, Ukraine
Re: UT Remodelling Project (UT SDK addon in closest future)
Buddy, actually i don't know what exactly and how he will dopapercoffee wrote:Ok ...
http://en.wikipedia.org/wiki/OpenGL_Shading_Language <= this?
http://www.ozone3d.net/tutorials/vertex ... apping.php <= and this?
interesting.

Only have assumptions and guesses about this, but no any technical/coding things...
Unreal. Alter your reality..forever...
-
- Godlike
- Posts: 10556
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
Re: UT Remodelling Project (UT SDK addon in closest future)
Torax wrote:Buddy, actually i don't know what exactly and how he will dopapercoffee wrote:Ok ...
http://en.wikipedia.org/wiki/OpenGL_Shading_Language <= this?
http://www.ozone3d.net/tutorials/vertex ... apping.php <= and this?
interesting.![]()
Only have assumptions and guesses about this, but no any technical/coding things...


-
- Adept
- Posts: 406
- Joined: Fri Apr 20, 2012 6:38 pm
- Personal rank: Master of Coop
- Location: Odessa, Ukraine
Re: UT Remodelling Project (UT SDK addon in closest future)
Easilypapercoffee wrote:haha ok ...we shouldn't derail your thread too much now ...I'm looking forward to see some cool new screenshots

New model compared to old one.
Very generalized, needs for some details. One-to-one size.
You do not have the required permissions to view the files attached to this post.
Unreal. Alter your reality..forever...
-
- Godlike
- Posts: 10556
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
Re: UT Remodelling Project (UT SDK addon in closest future)
Now you're talking! ...I mean ...now you are posting ...well ...ignore me.
-
- Adept
- Posts: 406
- Joined: Fri Apr 20, 2012 6:38 pm
- Personal rank: Master of Coop
- Location: Odessa, Ukraine
Re: UT Remodelling Project (UT SDK addon in closest future)
papercoffee wrote:Now you're talking! ...I mean ...now you are posting ...well ...ignore me.

Nah, you're a good advisor

Unreal. Alter your reality..forever...
-
- Adept
- Posts: 406
- Joined: Fri Apr 20, 2012 6:38 pm
- Personal rank: Master of Coop
- Location: Odessa, Ukraine
Re: UT Remodelling Project (UT SDK addon in closest future)
Project now have it's home. Should update latest news also there and make available downloads.
Details at: http://www.moddb.com/mods/unreal-tourna ... oject-utrp
Details at: http://www.moddb.com/mods/unreal-tourna ... oject-utrp
Unreal. Alter your reality..forever...
-
- Godlike
- Posts: 2998
- Joined: Wed Feb 01, 2012 11:26 am
- Personal rank: GEx the Gecko
- Location: Kaunas, Lithuania
Re: UT Remodelling Project (UT SDK addon in closest future)
Good luck mate, fingers crossed on your success 


My work for UT99: (NEW!) Mute, Counter-Strike VP, MaleOne+, FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
-
- Godlike
- Posts: 5499
- Joined: Wed Feb 27, 2008 6:24 pm
- Personal rank: Work In Progress
- Location: Liandri
Re: UT Remodelling Project (UT SDK addon in closest future)
As a "remodelling project", your second attempt at a new UT sniper is certainly more faithful to the original one relative your first one. You made a good decision in making the second one, although you should keep the first one around as a sniper weapon mod.
How many tris does this one have?
I didn't try it yet, but I once I do I will give feedback in whether it works out or not. If not, I will try to downgrade Blender (if I manage to find a trustworthy version).

How many tris does this one have?
Thanks.Torax wrote:I have version 2.69. But i didn't played with animation and exporting plugins yet.That sounds cool. I have 2.64 (the latest is 2.69), and I think the tool I tried back then (and some others) is broken from 2.5x and above (if I remember correctly). But, if possible, could you post up those plugins so I can try them out?
Sure you can have it. Blade shared it for everybody who works with UT. Here's the download link from ModDB:
http://www.moddb.com/members/blade-hunt ... ins-for-ut

-
- Adept
- Posts: 406
- Joined: Fri Apr 20, 2012 6:38 pm
- Personal rank: Master of Coop
- Location: Odessa, Ukraine
Re: UT Remodelling Project (UT SDK addon in closest future)
Thanks buddy.Feralidragon wrote:As a "remodelling project", your second attempt at a new UT sniper is certainly more faithful to the original one relative your first one. You made a good decision in making the second one, although you should keep the first one around as a sniper weapon mod.![]()
How many tris does this one have?
It have 1578 tris for now. The most "heavy" parts - scope and barrel, i used 24 sided cylinders for more smoothness. And added one detail to mesh - rifle bolt at left side of weapon body. Wanted to add also realistic and animated shell ejector but desided to not overload polygon count, cozz drilling holes in body of weapon is rarely expensive. Tris count grows crazily

Would be a bit more after i also add hands.
UV's are ready, 4 mutiskins, textures would be about 512x512. I think it's enough quality for this model and for UT. Gonna to texture it today. If i finish this one will post new pics.
I'm thinking to use seamless textures..how do you think would it be useful? I think it must save detalisation a bit.. Yeah, yeah, i'm not drawing textures, i would overlay baked ambient occlusion maps with needed textures, add details such as scratches on the metal and other small details by hands and dump them as skins in png\pcx
Besides will be great to find photoshop brushes with different vector lines, brushes used for making scratches and so..does anybody used such stuff?
___________________________
Rifle bolt (plug)
You do not have the required permissions to view the files attached to this post.
Unreal. Alter your reality..forever...
-
- Godlike
- Posts: 5499
- Joined: Wed Feb 27, 2008 6:24 pm
- Personal rank: Work In Progress
- Location: Liandri
Re: UT Remodelling Project (UT SDK addon in closest future)
Well, you can merge tris later on, since those boolean tools sometimes create unnecessary tris afaik. Plus, that's also a matter of checking if you really need the amount of detail that you are placing (if the difference between 24 sides or 16 is not that much in the final in-game model, probably you should stick with 16). Since models are all Gouraud shaded, round edges tend to look good even with less polys.Torax wrote:Wanted to add also realistic and animated shell ejector but desided to not overload polygon count, cozz drilling holes in body of weapon is rarely expensive. Tris count grows crazily![]()
Yeah, hands generally make the poly count jump a lot (depending on the amount of detail of course), but since they're only rendered in 1st person and only once per frame (more times if you use overlay effects or more than 1 hand), you shouldn't have problems in making them detailed.Torax wrote: Would be a bit more after i also add hands.
I always used seamless textures as the base for any skin, and I think that's probably what everyone uses as well. Photoshop supports textures (which it calls as patterns), so by having a texture layer you can then work over it.Torax wrote: I'm thinking to use seamless textures..how do you think would it be useful? I think it must save detalisation a bit.. Yeah, yeah, i'm not drawing textures, i would overlay baked ambient occlusion maps with needed textures, add details such as scratches on the metal and other small details by hands and dump them as skins in png\pcx
I am yet to use Photoshop for effective skinning other than a few things that I made (Nali hands, human hand skins, the Megaton keypad, and a few others), but I already saw a small tutorial on youtube which shows how to properly use it to skin weapons there (the guy was making a "realistic" skin, it looked quite easy), and thus I will be able to skin my stuff properly and better in my next projects as well.
I think that the standard photoshop brushes are already good enough for that, but there are indeed better ones out there (I don't remember the name of the packs with them, but a quick google search for perhaps "photoshop scratch brushes" should lead you somewhere).Torax wrote: Besides will be great to find photoshop brushes with different vector lines, brushes used for making scratches and so..does anybody used such stuff?
-
- Godlike
- Posts: 10556
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
Re: UT Remodelling Project (UT SDK addon in closest future)
Look for the Grunch brushes ...I think I have them but must search them first.Feralidragon wrote:I think that the standard photoshop brushes are already good enough for that, but there are indeed better ones out there (I don't remember the name of the packs with them, but a quick google search for perhaps "photoshop scratch brushes" should lead you somewhere).Torax wrote: Besides will be great to find photoshop brushes with different vector lines, brushes used for making scratches and so..does anybody used such stuff?
This looks like you can see the black texture parts. And there are to many vertices on this connection, or do I get it wrong?
You do not have the required permissions to view the files attached to this post.
-
- Adept
- Posts: 406
- Joined: Fri Apr 20, 2012 6:38 pm
- Personal rank: Master of Coop
- Location: Odessa, Ukraine
Re: UT Remodelling Project (UT SDK addon in closest future)
Seems you're right. That will allow me to add some small things to moel.Well, you can merge tris later on, since those boolean tools sometimes create unnecessary tris afaik. Plus, that's also a matter of checking if you really need the amount of detail that you are placing (if the difference between 24 sides or 16 is not that much in the final in-game model, probably you should stick with 16). Since models are all Gouraud shaded, round edges tend to look good even with less polys.
Do you have a link to this?but I already saw a small tutorial on youtube which shows how to properly use it to skin weapons there (the guy was making a "realistic" skin, it looked quite easy)
Place where butt connects to body of weapon. In some reasons while baking, Belnder decided that this place is invisible for any lighting calculationsThis looks like you can see the black texture parts. And there are to many vertices on this connection, or do I get it wrong?

Hah..or i will draw something over there or rebake occlusion maps after changing parts of model
EDIT
Better to rebake all

Unreal. Alter your reality..forever...